Rogue Skill List

*Rogues can also learn skills from the Everyman Skill List.

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

5                              Athletics

5                              Camouflage

3                              Conceal Item

5                              Cutpurse

5                              Disguise

5                              Haggle

5                              Persistence

7                              Poison Dart

1                              Rumormonger

7                             Skillful Scrounger

5                              Skullduggery

 

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

5                              Expert Skullduggery

5                              Shot on the Run

5                              Student of the Lotus

 

Erudite Skills: can be learned from select Non-player Characters only.

10                           Blind Fighting

10                           Master Camouflage

5                             Master Skullduggery

10                           Poker Face

 

MASTERY SKILLS:

 

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

7                              Dirty Fighting (rank 1)

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

7                             Dirty Fighting (rank 2)

10                           Dual-Weapon Expertise

10                           Einhander Expertise

Erudite Skills: can be learned from select Non-player Characters only.

7                             Dirty Fighting (rank 3)

10                           Dual-Weapon Mastery

10                           Einhander Mastery



ROGUE SKILL OVERVIEW:

Athletics
Description: Having the athletics represents a character’s talent and training in athletic endeavors, such as jumping, climbing and swimming. When faced with these physical activities, a character with Athletics is more likely to be able to perform them quicker, better and with greater ease than one without Athletics.

Usage: When faced with a physical challenge, a character with Athletics can use this skill to bypass an in-game obstacle or make it easier to traverse. This skill is so broad in application that when faced with an applicable situation, clarify with the Game Marshall to determine if Athletics can help in the current situation.

Blind Fighting
Description: This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. Characters with the Blind-fighting skill are able to predict when they are going to be attacked from any angle and can thus mount an adequate defense.

Usage:  When you are Blinded, you may attack and defend yourself normally. Also, you can now move at a slow walk (1 step every 2 seconds maximum) while Blinded, instead of being immobile.

Furthermore, when you use a Defense feat, you can Augment it with the Blind-fighting skill, allowing you to use it against attacks that come from behind you and strike you in the back torso (such as Ambush feats). Preface the Feat you are going to use with “Blind” (e.g. “Blind Dodge” or “Blind Parry”). A Feat may only benefit from one Augment or Modification at a time.

Camouflage
Description: A character skilled in Camouflage can hide themselves from sight, effectively turning invisible as long as they do not move. Camouflage is important for characters who wish to conduct ambushes or hide from pursuit. The power of this skill is not foolproof, however – certain Feats allow others to detect the presence of a Camouflaged character, although it takes some effort and energy to perceive and reveal a Camouflaged character’s position.

Usage: To use this skill, you must be adjacent to some cover (e.g. a tree, a shrub, a table, a wall) that hides you from view and you must be in the hiding position (crouching, arms crossed across chest). When these prerequisites are fulfilled, you may count “Hiding 1, Hiding 2…Hiding 30” in a normal voice; If you are touched by any creature or hit for any damage, you must stop your count and stand up.

If you complete the Hiding count without interruption, you become Invisible until:

          you speak in-game (which includes spell-casting)

          you move from your position

          you Channel

          or you perform an attack.

Characters with the Sense Hidden Feat or similar Spells/Feats will automatically sense your presence, although they cannot pinpoint or reveal your position without expending SP. You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.

Master Camouflage

Requires: Camouflage skill

Description: As a master of camouflage, you are able to hide yourself in a manner that defeats almost all supernatural and extraordinary attempts to locate you. While the traces of your presence are nearby, this skill allows you to evade detection through the use of decoys, false trails and similar tricks that make conventional methods of pinpointing your location worthless.

Usage: If you are using the Camouflage skill outdoors and during the night hours (defined as before Sun-up and after Sun-down), you can declare “Master Camouflage” when someone attempts to pinpoint your location with feats and spells such Sense Hidden. Such characters remain aware of your presence but cannot find you without the use of features or skills that specifically defeat this skill.

Conceal Item
Description: The Conceal Item skill allows you to hide the presence of an item or a small bag upon your person. Only dedicated and skilled searchers can find this concealed item or container; pickpockets and cutpurses are out of luck in that regard. Therefore, skill favored by all kinds of characters. Merchants and adventurers use it to secure their goods while smugglers and assassins use it to transport restricted or dangerous objects across checkpoints.

Usage: To use this skill, you must say “Concealing 1, Concealing 2, Concealing 3…Concealing 10” while holding a pouch no bigger than your head or an item no bigger than a dagger, making it the target of this skill. You can only have one such item on your person as a target at a time and an item loses the protection of this skill if it ever leaves your person in any way.

While the target of this skill is on your person, all uses of the Cut Purse skill are countered; when a Game Marshall or Staff member approaches you on the behalf of a would-be thief, they cannot take the target of this skill or its contents.

Similarly, when a character attempts to loot your body with the Search action, he or she cannot find the target of this skill or its contents. The “Thorough Search” function of the Skillful Scrounger skill defeats Conceal item.

Cutpurse
Description: The Cutpurse skill is a difficult skill to use; it requires patience, finesse and an unwary target – little wonder then that many Rogues and other ne’er do-wells in the world practice its use. It is a mark of proficiency and skill to steal something from another. Some Rogues even consider it a test of character to pick the pockets of other Rogues without being caught.

Of course, stealing is a grave offense in many Kingdoms, inflicting forced amputations upon thieves who are caught. In places without law, a thief often risks his life when using this skill.

Usage: To use this skill, you must target a pocket or a container (up to the size of a knapsack) in order to abscond with an in-game object. You need to place a clothes pin on the target pouch, bag or pocket that your victim is wearing without his or her knowledge.

If the clothespin remains where it is for at least 60 seconds (i.e. it doesn’t fall off or is not prematurely discovered by the person carrying your target), you have successfully picked your target’s pocket, bag or pouch. Look for a Game Marshall or Staff member to help you adjudicate this situation.  Tell the GM or Staff member that you are doing one of the following:

Pick Pocket: You take a handful of a certain type of item, based on its texture and its material (such as gold coins, recipe cards, jewelry). The Game Marshall or Staff member will approach the wearer of your target and retrieve the contents of your target container for you, thereby maintaining your anonymity.

Place an Item: You may attempt to place an item no bigger than your hand within the targeted container. The Game Marshall or Staff member will approach the carrier of your target and clarify to him what happened without revealing your identity, thereby maintaining your anonymity.

Phys Rep: a Black Clothespin

Disguise
Description: Used by spies and other deceivers across Midworld, this skill can not only mask one’s true physical identity but also one’s true mental identity. A character with this skill can actually fall into their designated role, viewing themselves as the persona that they are using to hide from others.

Usage: While wearing accessories or make-up that partially or completely conceals your facial features (i.e. tattoos, a mask, etc), you gain the benefits of this skill:

          With this skill, you may put on a cosmetic disguise, masking yourself as a member of your own Race and Sub-Race, not a different race. Sense Deception can penetrate this disguise.

          When another character is using a Feat or Spell to directly determine your true identity (e.g. Gather Information), your current guise is considered to be your true identity and your current guise’s name is considered to be your true name.

          If someone attempts to use Sense Deception or a similar effect that can specifically determine whether someone is disguised or not, you may say “Disguise” and spend 2 SP in order to negate the attempt altogether. You must clarify to the enquirer that they are unable find out whether this is your true form or not… furthermore, they cannot try again until the current Period has passed.

          If someone attempts the above and you spend 0 SP, they know that you are Disguised but they do not know your true guise.

Special Note: If a character wears a disguise without using this skill, he or she has no protection against Feats and Spells that can determine his or her true identity.

Physical Representation Requirements: Make-up and costuming attire for the disguise.

Haggle
Description: Characters with this skill are veterans of the marketplace and the agora. They intimately know the intricate art of the Haggle, how to wheedle money off of one’s buyers and raise a product’s perceived value above its true value. Many characters learnt this skill because of the monetary benefits it grants although some learn it only because they like to talk and to win.

Usage: When you are buying a product or a service to and fro
m an NPC, you may say “Haggle” to receive a 10% discount on your purchase. Similarly, you may mark up your price by 10% when selling to an NPC. The increase or decrease in price is considered to be reasonable by the NPC.

Haggle cannot be used on other Player Characters.

Rumormonger

Description: You are proficient in the ways of gossip and rumor. Not only do you have the necessary contacts and talents to find out about the latest hearsay, but you can make rumors of your own. Some rumors may reveal the presence of buried treasure in the woods while others might be the rumblings of a future conflict.

Usage: Once per period, you may use Rumormonger to pick, read and then return a rumor from the Rumor Box. Alternatively, you may plant a rumor instead, writing it down on parchment paper and then placing it in the Rumor Box.

You need the presence and guidance of a Staff member to perform this skill.

Persistence
Description: You are possessed of a fleetness of foot and a resistance to standing still. When the winds of change blow against you, you can dance with it and let it guide you. When something threatens to you immobilize you and imprison you, it cannot hold you for long.

Usage: Force effects with a duration (such as Snare, Shackle or Grapple)only affect you for half the duration, rounding up. Likewise, when you are affected by a Knockback effect, you are only pushed back for half the amount (rounding up).

When the effect would end, say “Persistence”. However, Persistence will not reduce a Force effect that has already been reduced.

Like most skills, Persistence does not cost SP to use. You may use this skill as many times as you need.

Poison Dart
Description: Delivering poison to an enemy is dangerous as any Assassin can attest. Even the most unwary of targets can suddenly become a dangerous, unpredictable foe. However, a character with the Poison Dart skill can bypass the dangers of melee by applying poison to a dart and then throwing the envenomed missile at his opponent. While this method has some disadvantages and retains some of the restrictions of delivering poison via melee, many poisoners use it simply because of the security it grants them.

Usage: To use this skill, you must have a arrow-packet in hand and at least one dose of Combat Poison on your person. You must aim for 2 seconds, saying “Aiming 1, Aiming 2, Poison Dart!” and the throw the arrow-packet while saying the damage or effect of the Combat Poison you are using.

Just like all Poison attacks, this attack has no effect upon a target that has any Armor Points or AP remaining. These AP must be depleted through damage or a skill such as Student of the Lotus must be employed to bypass the protection they grant.

If a Combat Poison has multiple uses per dose, you still expend 1 dose per arrow-packet. However, if you miss your attack or your attack is negated by the Dodge feat, Block feat or Parry feat, you may reuse the arrow packet if you can find it and pick it up.

Physical Representation Requirements: An Arrow-packet for throwing and the Poison vial props must be on your person.

Poker Face
With this skill, you are immune to mundane and magical attempts to discern whether you are lying or not. Whenever, such an attempt is invoked, you can counter it by invoking this skill. There do exist spells and abilities that breach the defenses of this skill, but so far, they are not known.

Likewise, when tasked to a truthful answer by a Feat or a Spell, you may simply invoke this skill to avoid answering the question.

Usage: Whenever someone uses Sense Deception or a similar Feat or Spell, you can respond to it by saying “Poker Face! Clarify: you cannot tell if I am lying”. There are spells and abilities that breach the defenses of this skill, but they are rare and difficult to find and learn.

Similarly, when someone attempts to use the Gather Information feat on you (or similar effects), you may block their attempt to collect your secrets by saying “Poker Face”.

Shot on the Run

Description: While holding the line and standing fast against the enemy is important, equally so is the concept of mobility. Those who cannot move fast or cannot move will fall in battle to a mobile enemy. Because many battles have parameters and objectives that change or relocate, mobility is practically akin to adaptation and thus, superiority on the battlefield.

This skill allows an archer the necessary superiority he or she needs to survive the rigors of combat through mobility training. Those with this skill can continue to aim even while running at their fastest speed and dodging projectiles or spells.

Usage: With this skill, you are able to run or walk while performing an Aim count with a ranged weapon (such as a Throwing Knife, a Bow or a Crossbow).

Furthermore, using the Dodge feat or the Evade feat no longer interrupts your Aim count.

Skillful Scrounger
Description: One of the primary acquisition skills of any character, this skill represents training and experience in searching a body or container for any item of value. Survivalists, scavengers and criminal types are common users of this skill although it can be found among the forces of law and order and among adventurers.

Usage: With this skill, you can perform the following actions on a fallen body (at 0 HP), a container or a place where you think a trap is located (a doorway or a tree).

          After 60 seconds of searching (“Searching 1, Searching 2…Searching 60”), you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.          

          After 10 seconds of searching(“Searching 1, Searching 2…Searching 10”), you can invoke a “Quick Search” which will yield one item on the target’s person, chosen at random.

          After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an Object or a Door is trapped or not.

Special Note: Without this skill, performing a search always requires 60 seconds and never reveals Concealed items.

Skullduggery
Description: This skill represents training in lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps (which is the Smith profession). As one of the prime acquisition skills, Skullduggery allows you to pick a basic lock or disarm a basic trap after 30 seconds. Mainly used by thieves and burglars, this skill is of great use to adventurers who enter tombs and other complexes that are protected by traps.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Skullduggery 1, Skullduggery 2…Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

If the target of this skill is a basic lock, it is opened without need for a key. If it is a complex or erudite lock, then it remains locked.

If the target of this skill is a basic trap, it is disarmed and can be activated to no effect. If the target of this skill is a complex or erudite trap, then you may trigger it and it affects you.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Expert Skullduggery

Requires: Skullduggery skill

Description: This skill represents training in advanced lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps. With this skill, a character can now trick complex locks into opening and harmlessly disarm complex traps.

Furthermore, this skill lowers the amount of time needed to pick a basic lock or disarm a basic trap.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Expert Skullduggery 1, Expert Skullduggery 2… Expert Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

          Basic lock: Opened and only requires a 30 second count instead of 60 seconds.

          Complex lock: Opened

          Erudite lock: No effect

          Basic trap: Disarmed and only requires 30 second count instead of 60 seconds

          Complex trap: Disarmed

          Erudite trap: Activates as though you triggered it.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Master Skullduggery

Requires: Expert Skullduggery skill

Description: After many years of experience and after countless hours of blood and toil, you have perfected the necessary techniques that allow you to pick the greatest of locks and disarm the most conniving of traps.

Also, you can use this skill to disarm certain magical wards. However, doing this is a dangerous process because of the volatile magical energies unleashed by disarming it – thereby requiring some outside assistance in the form of medical aid.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Master Skullduggery 1, Master Skullduggery 2… Master Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

          Basic or Complex lock: Opened and only requires a 30 second count instead of 60 seconds.

          Erudite lock: Opened

          Basic or Complex trap: Disarmed and only requires 30 second count instead of 60 seconds

          Erudite trap: Disarmed and harmless.

To use this skill to disarm a Magical Ward, you must count to 60 seconds as above; afterwards, you and every character within 5 steps of the ward will then take 100 points of damage that cannot be avoided with a Feat, Item or Spell.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Student of the Lotus
Description: Amidst jungles of the Labyrinthium, the venomous marshes of the Fir’bolg and the cultivated gardens of Kenrei, the art of poisoning has many practitioners that seek to perfect its craft and its delivery. However, armor has ever been a serious obstacle to delivering poisons, mandating the creation of this skill. The Student of the Lotus skill allows a talented poisoner to bypass the protections of armor and apply poison to his victim. While this skill’s usage is hardly effortless, the reward is great enough.

Usage: To use this skill and deliver a poison effect to a character with AP remaining, you need to hit with two normal melee attacks . Before the first attack, say “Expose armor 1”. Similarly, say “Expose armor 2” before the second attack. If both connect, then you have up to 60 seconds to deliver a Combat Poison through a melee attack or a ranged attack (using the Poison Dart skill).

See the section on Poison (in the Brewer Profession) for more information.



Mastery Skills:

Dirty Fighting (rank 1)
Description: Unlike Warriors and Adepts, Rogues tend to avoid fighting enemies face to face. Instead, they rely on various feats, ambushes and maneuvers to gain the advantage over their foes before making decisive, deadly strikes. This skill enhances and embodies that way of thinking, increasing the damage of a Rogue character by a great amount when she strikes an enemy from behind or when she performs the deadly Assassinate feat.

Usage: With this skill, you gain the following benefits:

          When you perform a “Backstab” attack, you now add +2 to the damage of your normal melee attack (this includes the bonus from the Backstabber Rogue feature).

          Your Assassinate feat now inflicts 15 points of damage.

Backstabber (Rogue Class Feature): Daggers are the Rogue’s signature weapon; they are easily concealed and can inflict greater amounts of damage through precision When you perform a “Backstab” attack with a Dagger, you instead add +4 to the damage of your normal melee attack.

Dirty Fighting (rank 2)

Requires: Dirty Fighting skill (rank 1)

Description: You have taken the fighting like a true tactician to the next level. Your strikes inflict even greater amounts of damage when you strike your enemies from behind. Even as you expand the various tricks of your trade, you enhance the various methods that you can use to lower an enemy’s defenses and give you an advantage.

With this rank of the skill, you instead inflict two additional points of damage with a melee weapon when striking the back of a target’s torso from a position behind the target. Furthermore, when you use the Assassinate feat, you instead inflict 10 more points of damage.

Usage: With this skill, you augment the benefits of the Dirty Fighting skill (rank 1).

          When you perform a “Backstab” attack, you now add +3 to the damage of your normal melee attack.

          Your Assassinate feat now inflicts 20 points of damage.

          When you use the Waylay feat, the Confuse effect lasts 10 seconds longer.

          When you use the Cripple Limb feat or the Staggering Strike feat, the Cripple Limb effect and the Daze effect lasts 10 seconds longer.

Backstabber (Rogue Class Feature): Daggers are the Rogue’s signature weapon; they are easily concealed and can inflict greater amounts of damage through precision. When you perform a “Backstab” attack with a dagger, you instead add +5 to the damage of your normal melee attack.

Dirty Fighting (rank 3)

Requires: Dirty Fighting skill (rank 2)

Description: When your enemies speak of honorless, cowardly dogs – they speak of your exploits and they only speak with envy. You have read the book of dirty tricks and clever tactics from cover to cover and use each and every trick and tactic to get the better of your enemies. There isn’t anything that you haven’t done or are willing to do to achieve victory because you have embraced the one truth: “Winning matters, method does not”.

Usage: With this skill, you augment the benefits of the Dirty Fighting skill (rank 1) and Dirty Fighting skill (rank 2)

          When you perform a “Backstab” attack, you now add +4 to the damage of your normal melee attack.

          Your Assassinate feat now inflicts 25 points of damage.

          When you use the Waylay feat, the Confuse effect lasts 20 seconds longer instead of 10 seconds longer.

          When you use the Cripple Limb feat or the Staggering Strike feat, the Cripple Limb effect and the Daze effect lasts 20 seconds longer instead of 10 seconds longer.

          When you affect someone with a Pain effect or a Confuse effect, you may make a single melee or ranged attack that has the damage bonuses of a “Backstab” attack but without its positional restrictions. When you do this, preface your strike with “Dirty Fighting” and then make the attack while inflicting the augmented damage. You must do this attack while your target is afflicted with the Pain or Confuse effect that you have given him.

Backstabber (Rogue Class Feature): When you perform a “Backstab” attack with a dagger, you instead add +6 to the damage of your normal melee attack.

Dual-Weapon Expertise
Requires: Dual-Weapon Proficiency skill and Critical Strike feat
Description: For many who wield two weapons at the same time, it is about convenience – for you, it is an art. Your weaponry exists as offense and defense both, working together to destroy your enemies and to defend yourself. Each time you defend yourself is a new opportunity to end your opponents; likewise, each missed attack that you deliver is yet another opened door to a deadly assault.

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage: While you are holding two weapons, you can use this skill in the following methods:

          Whenever you use a melee attack Feat (basic or complex only) and you miss or the attack is otherwise negated, you may retry the same feat on the same target for no SP cost. You must use your other weapon and preface the effect invocation with “Off-Hand” (e.g. “Off-hand Knockback 10” or “Off-hand Crit 10 damage!”)

          Whenever you use the Parry feat, you can follow it up with a free (0 SP) use of the Critical Strike feat. When you do this, preface the Critical Strike with the word “Off-Hand” as above. This function of the Dual Weapon Expertise skill can only be used once every minute.

Dual-Weapon Mastery

Description: In your hands, the hands of a master, the art of wielding two weapons has apexed into a deadly new genre. Your weapons act in tandem to undermine your foe’s defenses and to destroy them completely. Each time that you strike an enemy with a special attack, your other weapon moves of its own accord to wreak even more havoc upon your foes. Similarly, when you raise your weaponry in defense, you de
fend yourself against up to two attacks instead of just one.

Usage: In addition to the benefits of the Dual-Weapon Expertise above, you gain the following benefits while you are holding two weapons:

          Whenever you successfully hit with a melee attack feat (basic or complex only), you gain a free (0 SP) use of the Critical Strike feat although you must use your other weapon to deliver it. Preface the effect invocation with “Off-hand” as above.

          Whenever you spend 1 SP to use the Parry feat, you may Augment it with this skill to improve its defensive value – You may immediately use “Parry” one more time for no additional SP cost (i.e. 0 SP); therefore negating a total of 2 melee attacks. For the second and free (0 SP) Parry, you must say “Off-Hand Parry” instead. A Feat may only benefit from one Augment or Modification at a time.

          You gain access to the Discipline of the Mantis feat.

Einhander Expertise
Requires: Critical Strike feat and Dodge feat or Parry feat
Description: Skill and precision is the way of the Einhander or “One-hander” in the Gotterdammerung dialect. By leaving one hand open, you are able to balance yourself while you are attacking and while you are defending. This means that you are able to push your opponent away when you are being attacked and you are able to inflict devastating counter assaults when you use your special defenses (such as Parry or Dodge).

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage: You gain the following benefits when you are wielding a one-handed weapon (not a Bastard-type weapon) in one hand and with no weapon or shield (strapped or held) in the other:

          Whenever you use the Parry feat or Dodge feat, you can follow it up with a free (0 SP) use of the Critical Strike feat. When you do this, preface the Critical Strike with the word “Einhander” (e.g. “Einhander Crit! 10 damage!”). This function of the Einhander Expertise skill can only be used once every minute.

          Whenever you receive damage from a melee attack while you are wielding only a one-handed weapon, you may strike at your opponent and say “Knockback 3” in mid-swing. If you hit, your opponent must take 3 steps back from you. Doing this costs 0 SP.

Einhander Mastery

Description: You mastered the art of fighting with only a one-handed weapon and nothing else. Your balance and timing is as precise as your weaponcraft. You can inflict a greater amount of damage unto your enemies through sheer skill and precision as well as inflict a staggering blow or a disarming strike upon those who provoke your special defenses.

Usage: You gain the following benefits when you are wielding a one-handed weapon (not a Bastard-type weapon) in one hand and with no weapon or shield (strapped or held) in the other:

          Whenever you use the Parry feat or Dodge feat, you can now follow it up with a free (0 SP) use of either the Disarm feat or the Staggering Strike feat. When you do this, preface the effect with the word “Einhander” as above (e.g. “Einhander Daze 30” or “Einhander Disarm”!). This has the same limitations as the Einhander Expertise skill above.

          You inflict an extra point of damage with your normal melee attacks when wielding a one-handed weapon.

          You gain access to the Discipline of the Viper feat.